well sometimes it's justified. I predicted that expertise for hunters in pvp would basically mean anything with dodge becomes a completely unviable kill target when it was introduced in the mop prepatch and it still holds true today.

Rogues have high dodge, they are a good kill target.

Deathknight's do it using disease, blood and the power of the unholy. Warlocks do it with dark demons by their side. Mages do it with summoned arcane powers. Druids do it using the forces of nature. Rogues do it through stealth, poison's, shadows and....from behind. Paladins do it by calling to the light for aid. Shamans do it with the help of the elements. Priests do it through the holy light.
But warriors....
Warriors just fucking do it.

No they arent. That is a well spread lie, that is proven false by playing any high end arena, or simply watching it on twitch. Even a melee train team will focus a mage with blazing speed instead of trying to kill a rogue.

"Gamer" is not a bad word. I identify as a gamer. When calling out those who persecute and harass, the word you're looking for is "asshole." @_DonAdams

When you see someone in a thread making the same canned responses over and over, click their name, click view forum posts, and see if they are a troll. Then don't feed them.

You're a terrible Huntard if you don't know how to trap properly. You keep mobility while trapping and lose 1 GCD. Other classes have to stay stationary and risk an interrupt or spell reflect in order to CC. If you actually think that Hunter trapping is useless you might want to reroll to something simpler like a Warrior.

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I've both played a Hunter and gone against Hunters in arena; there is no downside to Hunter CC.

Hunter cc is pretty easy to counter. In most comps you have a healer, soak the trap as a dps and get dispelled. Then just dispel their sleep. So hard to count hunters, the only thing that's really annoying about them is concussive shot, but it's not like that they are the only class with infinite snaring.

Hunter cc is pretty easy to counter. In most comps you have a healer, soak the trap as a dps and get dispelled. Then just dispel their sleep. So hard to count hunters, the only thing that's really annoying about them is concussive shot, but it's not like that they are the only class with infinite snaring.

Most CC is dispel able and easy to counter; it's the gall of Hunters claiming that they are, in some way, less competent than other classes at CCing.

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Originally Posted by Drakoes

Every type of CC has its pros and cons. To say that Hunter CC has no disadvantages would be an ignorant thing to say.

The only downside is that it cannot be used repetitively; it has a fairly short CD. None of the complaints that have so far been made by Hunters about CC have been valid.

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Originally Posted by Korgoth

No they arent. That is a well spread lie, that is proven false by playing any high end arena, or simply watching it on twitch. Even a melee train team will focus a mage with blazing speed instead of trying to kill a rogue.

Mages are focused because they have few defensive CDs that are effective when versing multiple people.
Rogues are easy to kill fast if you can get a CC chain on them, which is relatively easy to do as long as you aren't against a team with multiple dispels. They're usually ignored because having to deal with a class that is able to reset a fight up to 3 times is a waste of time; it has nothing to do with their "high" dodge.

Saying X is bad because of pathing issues doesn't prove a point, many abilities have pathing issues.
Pets/Teammates eating traps shouldn't be an issue unless you lack awareness of where everyone is when CCing. You still don't have to put up with the same amount of issues that other CCs do. Your one, and only, downside to trapping is the CD.

Deathknight's do it using disease, blood and the power of the unholy. Warlocks do it with dark demons by their side. Mages do it with summoned arcane powers. Druids do it using the forces of nature. Rogues do it through stealth, poison's, shadows and....from behind. Paladins do it by calling to the light for aid. Shamans do it with the help of the elements. Priests do it through the holy light.
But warriors....
Warriors just fucking do it.

You're a terrible Huntard if you don't know how to trap properly. You keep mobility while trapping and lose 1 GCD. Other classes have to stay stationary and risk an interrupt or spell reflect in order to CC. If you actually think that Hunter trapping is useless you might want to reroll to something simpler like a Warrior.

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I've both played a Hunter and gone against Hunters in arena; there is no downside to Hunter CC.

Please quit trolling, you're awful at it.

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Originally Posted by Lolretadin

Most CC is dispel able and easy to counter; it's the gall of Hunters claiming that they are, in some way, less competent than other classes at CCing.

You're being a terrible and foolish troll, you know that? traps have CD's, Fear/Poly doesn't. Learn the abilities before attempting to talk about them, please. If the other team isn't asleep, derpy, and/or just plain bad, they'll eat the traps if a Scatter goes off. Like I said, you do know there's addons that announce (via voice) abilities that were cast, right? I easily know that much and I haven't touched Arena since early/mid BC.

Originally Posted by Lolretadin

The only downside is that it cannot be used repetitively; it has a fairly short CD. None of the complaints that have so far been made by Hunters about CC have been valid.

Fairly short < no CD. They haven't been valid to whom? you? don't make me laugh.

How am I supposed to trap someone in settings like duels, (certain) 2v2 arena games, and battlegrounds? Either I'm forced to:
a) Use another ability to immobilize my target, thus effectively having to waste 2 cooldowns for one CC effect;
b) Make use of a partner to aid me immobilizing the target, thus once again wasting 2 cooldowns for one CC effect.

Option a) makes little sense because even though at high rating mages can engage in combos such as deep freeze + polymorph in order to land the last one, they can land a polymorph unless interrupted or line of sighted, but a hunter cannot possibly land a trap on a player who isn't CCed because not only can he move constantly, but our traps will have a cast time now as well, making them extremely easy to predict and react to.
Option b) looks viable in a 3v3 setting (almost common sense), but we shouldn't have to rely on a 2nd person to effectively land a CC on the target, even if said CC was instant (which seems will be no longer the case).
You'd think that apart from a possible reduction to duration of freezing trap Blizzard wouldn't touch this CC, because (at least to me, and once again except maybe for the 12 overall duration of the combo) it's exactly the type that requires skill to perform (to some degree): abilities like polymorph, fear, cyclone, stuns....they are much more unavoidable (for the most part) than hunter's trap, which can be countered with good communication/alertness from the enemy team; to add to this, the current state of the game gives most classes a good to great deal of mobility, dispells, instant cc (to prevent the trap after the scatter, although this later one isn't hugely relevant).

Saying X is bad because of pathing issues doesn't prove a point, many abilities have pathing issues.
Pets/Teammates eating traps shouldn't be an issue unless you lack awareness of where everyone is when CCing. You still don't have to put up with the same amount of issues that other CCs do. Your one, and only, downside to trapping is the CD.

Have you ever played high rated or even any form arena? Traps being eaten doesn't mean the hunter lacks awareness. It's a pretty common strat to Intervene or go stand on your healer as soon as you see him pet cc'd, rooted, or scattered, because you know that the hunter will be trapping him and since traps currently have both flight time (depending on the distance) + arming time after the trap lands (1 sec), you have plenty of time to position yourself to eat the trap. Like I said, you don't even seem to understand the basic gameplay, so this change won't affect you one bit in WoD.

When do people get, we know nothing about balance yet. If we had really high damage, we wouldn't need to land traps.
You have no clue about PvP balance for WoD yet. Wait untill changes are made, and we are geared.

All I can say, I didnt find scatter trapping fun, so kinda glad its gone. We aren't the only class getting a pretty big overhaul. There a loads of changes comming, and we will just have to see. What Ive seen of hunters in WoD so far, I'm pretty darn pleased.

Most CC is dispel able and easy to counter; it's the gall of Hunters claiming that they are, in some way, less competent than other classes at CCing.

Yeah but you're missing the point. If I aim a poly or a fear at a healer and successfully car it, then gg the heals is locked up because usually the heals is the one dispelling. If I scatter the heals, the main part of the cc can then be swallowed by a teammate and be instantly dispelled. And it has little to do with the skill of the hunter because of the unavoidable travel and arming time.

Fast forward to this new model, and we can't even do the puny setup gcd which doesn't even guarantee our main cc lands. Instead we have to rely on others to land our cc. While coordinating cc is a hallmark of good arena teams, none of them require another cc to even have a decent shot at landing. Can you imagine the outrage of fear required your target to be standing still (which is essentially what trap without scatter requires)?

i've hated the way traps worked from the beginning (2004). I was always jealous of the target-able cc others had. I hated that stupid trap launcher, to me it was a lame gimmick/bandaid that they managed to fubar on inception.

looks like warlocks crying over cc nerf in mop, but we actually had a point, warlocks are supposed to be masters of control, and we lost 2 ccs, but this one i don't understand, hunters have alot of instant ccs and now without the deadzone they don't need scatter shot, not with alot of ccs going away, every class is losing something (i hope)

Hence the: "Traps arm immediately"
Currently, traps take a second or so to arm. If the trap lands square on some fool, but they move out of range in the second it takes to arm, then they don't get trapped.
The change gets rid of scatter, but also largely negates the reason scatter was necessary in the first place.

and what happens when you have two enemies more or less on top of the trap when it is put down? i think to be fair for everyone, every cc should have a 50/50 chance to fail. i mean that is basically what is going to happen with traps, since you can't select the target it will just randomly pick one to trap and 50% of the time it will pick the wrong one.